Keimusho

Character Creation House Rules

The following list of rules covers the methods used to create characters for the Keimusho game:

This will be a game of heroics. As such, create a heroic character. No insane, “evil” or back-stabbing (figuratively, not literally) characters. Think of samurai defending a village from a marauding band of bakemono, think of a group of yamabushi travelling far and wide in search of a cure to the mystical poison that is affecting their daimyo, think of a shinobi (ninja) clan risking exposure and death to steal into an enemy fortress to rescue the kidnapped daughter of their master. That sort of thing. This doesn’t mean that the characters can’t be dishonourable, it just means that the DM would prefer that the party not engage in the wholesale slaughter of children, eating the souls of their vanquished enemies, etc.

25 point buy

Races from this wiki only.

Each character gains one feat per level instead of the standard feat progession listed on page 22 of the Player’s Handbook.

Each character gains one stat point to two different stats every three levels instead of the standard stat progession listed on page 22 of the Player’s Handbook. The two stat increases do not need to be the same stats at each stat increase increment. Example: A character with Strength 16 and an Intelligence of 14 could increase each stat by one when they reach 3rd level, changing their Strength to 17 and Intelligence to 15. When the same character reaches 6th level, they could put one point into Intelligence and the other point into Charisma, or one point into Dexterity and one point into Constitution.

Each character begins with an additional four ranks each in two Knowledge skills of their choice. These additional ranks do not count against the characters’ starting skill ranks. The Knowledge skills represent the special education that each character has received from Kozien, Nastos and Qurut.

For the most part, the races as listed on the Races of Keimusho page are the only races in the game that are playable as a player character. All other races are subject to review by and permission from the DM, so check with him ahead of time to avoid getting your heart set on a race or template that just won’t work within the campaign. That said, the DM is fairly flexible when a player has a creative concept, so get creative!

Most classes are allowed, including but not limited to those classes published by Wizards of the Coast, Malhavoc Press, Paizo, Super Genius Games and Rite Publishing. As a first stop, however, look to the Pathfinder rules. For further specific information, please check the Complete Hell No!!! page. All base and prestige classes are subject to review by and permission from the DM, so check with him ahead of time to avoid getting your heart set on a class that just won’t work within the campaign. That said, the DM is fairly flexible when a player has a creative concept, so get creative!

Where there is a Pathfinder retooling of a similar feat/ability/class, the Pathfinder usage of the feat/ability/spell/class/etc trumps the 3.x version and is the only version allowed in the campaign. e.g. the Pathfinder core classes (barbarian, fighter, rogue, etc) are used in place of the 3.x versions, not in addition to.

Prestige classes cannot be gained without a source of training or knowledge. Characters must find an appropriate sensei, school or comprehensive scrolls of knowledge to learn and gain a prestige class level.

New characters introduced after the campaign begins will start at the average party level, but will suffer a wealth penalty of 25% and do not start with the additional four ranks each in two Knowledge skills of their choice.

Every player must decide if their character will have a true name. Some magic will not work on people without the spellcaster knowing the true name of the character. This includes resurrection magic, curses, healing magic such as Restoration and several other spells. True names are also required to gain Ceremonial feats.